- Mount and blade warband 1.172 mods how to#
- Mount and blade warband 1.172 mods mod#
- Mount and blade warband 1.172 mods code#
Military fort - for both atreides and harkonnen. Peon village - you can enter any time, no standing needed. the rest come in time by helping the smugglers or doing quests for them. as long as you don't have a bad standing with the smuggler the public area should be always open. public area for trading, private area for living and a "sensitive" area (as in hidden or "off limits" for the landing pad). Smuggler outpost - also 3 areas, all gates guarded. third is the sacred area with the ritual room&cemetery, windtrap&reservoir and maybe a garden. you need a bigger standing to go in there. then there's the private area with the living quarters, production, etc. this is done by helping them against bandits, harkonnen patrols or doing some quests (random map encounters). obviously the player will need a good rating with the fremen in order to enter. though the fremen are isolationists it is knows for them to trade with the smuggler, to have contacts with the Ixians and the Guild (trading spice for concealment). it has a public area for travelers mostly and trading. Tell me what you think, what's missing, etc.įremen sietch - each entrance is guarded.
Mount and blade warband 1.172 mods code#
Ok, since I can't code while at work, though I have some time free right now, I'm sketching the rough plans for the most common locations on the map:įremen sietch, peon village, smuggler outpost and military fort. HokieBT, Swyter, SheriffTheAvenger, MadVader and Slawomir of Aaarrghh for the "attack people in town" script.
![mount and blade warband 1.172 mods mount and blade warband 1.172 mods](https://www.gry-online.pl/galeria/html/pliki/203878750.jpg)
Gutekfiutek for some awesome textures I used as base for new ones Xenoargh for the pistol and crouch codes Just be warned that the tutorials haven't been updated since 2008. I'm still trying to figure out why some things work and why others won't. If any of you have experience with the Python code you'd be very helpful. If any of you want to try this out go to. With some help from the modding community there I might be able to do a lot more, just they're a bit slow to answer or, in my case, the questions a too much of a noob to be worth answering.
Mount and blade warband 1.172 mods how to#
The official tutorials fall short exactly on how to add a menu and scene (interior) to a place on the world map (town, village, castle). There's still a lot I don't know how to do. and for the time I had on my hands and my absolute lack of knowledge of Python code I managed to add a new faction to the game (Fremen) add a "Sietch Tabr" place on the map using some "bandit cave" icon that really looks like a Dune1 sietch and put that sietch under fremen control: I started playing around with the SDK from Warband. fix the start sequence: start from Arrakeen or Chartag spaceport. have Gurney Halleck as arena tournament master. fix the city guards so they appear according to their faction. add recruit option in town (besides mercs). fix recruit ment problem (high-tier troops).
![mount and blade warband 1.172 mods mount and blade warband 1.172 mods](https://img.youtube.com/vi/IUkL42p3Mss/maxresdefault.jpg)
created "discoverable" map icons for the Fremen and Smuggler factions. redo start game to point to Arrakeen and Chartag spaceports. added Harkonnen Infantry Helmet (urban paint scheme). added Fremen Crysknife (needs reworking). added Sardaukar Khukuri (needs reworking). convert some villages into spice refineries. added world map with faction borders (credits Rubik). added code for "crouch animation fix" and "pistol" (credits Xenoargh) DONE 12th march 2013ģ6. fixed an indictment code for lords in game (credits Zsar) DONE 12th march 2013ģ7. switched Botanical Station back to "castle" status and under Harkonnen control. fixed error on castles lacking villages (prosperity calculation script).
![mount and blade warband 1.172 mods mount and blade warband 1.172 mods](https://static.fandomspot.com/images/10/9686/00-featured-sands-of-faith-mbwarband-mod.jpg)
inserting script for attacking people in towns, villages and taverns (start brawl script). fixed Harkonnen Gladius scabbard animation. Sardaukar Maula Pistol DONE 19th june 2013Ĥ2. added custom Arrakeen world map icon (inspired by Cryo's Dune). added player party world map icon as a quad atv. new environment textures (ground, desert and spice) DONE 21st april 2013Ĥ5. energy shield (credits Lumos) DONE 19th june 2013Ĥ6. name for the mod: The Desert Dancer from arabic Ar-rāqiṣ meaning the dancer more info here DONE 21st april 2013ĥ0. Clear night skydome DONE 7th August 2013ĥ1. Clear day skydome DONE 7th August 2013ĥ3.
![mount and blade warband 1.172 mods mount and blade warband 1.172 mods](https://commando.com.ua/uploads/posts/2018-03/1521795372_1.png)
Dusty day skydome DONE 7th August 2013ĥ4. The work is going steady but a bit slow because I'm working alone and I still have to got to work and have a life :D I'll keep you posted on how the whole thing is going.
Mount and blade warband 1.172 mods mod#
So, I am trying to do a full mod of Mound&Blade Warband in order to redo and possibly go beyond Cryo's Dune game. I decided to modify a bit the first post so people reading this first would find it easier to understand what this is all about. Experiencing problems with my website where the screenshots are stored.